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Voxile News

Weekly build 6/11/2025

  • [p]Audio: New sound effects for the water tool[/p]
  • [p]Multiplayer: Synchronize randomness for object destruction[/p]
  • [p]Editor: Fix bugs when loading very large groups in the group editor[/p]
  • [p]Gloves: Tagged objects can now be picked up (e.g. objects that can change from script)[/p]
  • [p]UI: Better journal text wrapping[/p]
  • [p]UI: NPC dialogue in MP from other players is now rendered smaller in the message log[/p]
  • [p]ProcGen: New Barrens and Underhang biomes stubbed in, but not yet fully developed -- WIP![/p]
  • [p]ProcGen: better isolated column smoothing, rock columns, overhangs as placable biome, larger biomes in size 11 worlds.[/p]
  • [p]UI: main stats HUD now uses icons instead of words.[/p]
  • [p]UI: empty containers don't show up on compass/map anymore.[/p]
  • [p]Removing a container now shows some "puff" feedback.[/p]
[p][/p]

Voxile Just Got More Dynamic, Destructible, and Creative!



[h2]A new update is live in Voxile:[/h2]

Our worlds just got a whole lot more dynamic, destructible, and creative. Now, objects may come crashing down if unsupported, placed in air, or broken off from larger objects—and thanks to our smart new connectedness system, it all just magically works. World-builders can also exercise more control over the connectedness of their created items through new metadata fields if finer detail is required.

[h3]Here’s what’s changed:[/h3]

[h2]🔗 Object Connectedness & Falling Behavior:[/h2]
Connectedness Logic—
  • Objects in the world now fall when unsettled. For example, a plate will drop if the table it's resting on is destroyed.
  • Items can connect to others and will only fall if they become disconnected or if their supports are also unstable (such as a picture hanging on a collapsing wall).
  • Objects can now tell which sides are touching or supported by other objects. If they don’t already have that info, the game does its best to figure it out based on their shape.
    • This applies to lots of everyday items like furniture, pipes, and roof pieces, making everything behave more naturally when moved or broken.
Falling Behavior—
  • Objects that don’t have support underneath them will now fall naturally (like a plate dropping if the table breaks).
  • The way objects are animated to fall has been improved to look and feel smoother.
  • Behind the scenes, the game’s code was restructured to handle this new falling behavior.
Object Handling—
  • Objects held by players are now visible to others in multiplayer.
  • Objects that you move now respect the shape of the world around them; they can only move or slide into spaces they realistically fit, rather than passing through solid objects (e.g. you can't pull a chest out through a wall).
  • You can no longer place objects too close to your character, thanks to improved collision detection.
  • If you try to move a held object to a spot where it can't go, your movement will be blocked.
  • While holding an object, you’ll need to let go before interacting with anything else.
  • Sliding behavior while moving objects has been simplified.
Object Placement—
  • In-game object placement now uses precise collision detection, making it easier and more reliable to position items exactly where you want.
  • Placement is now faster and snappier, with a cool puff-of-smoke effect when you place objects (both in the game or the Editor).
  • Added cool puff-of-smoke effects when you place objects (both in the game or the Editor).
  • Some objects now snap to the grid when placed.

[h2]🌍 World Updates & Quest Fixes:[/h2]
  • Lifton’s Rest got some polish, and it’s now easier to find the gloves needed to progress. There’s also a new camera moment at the end so you can reflect on the chaos you’ve caused on your way out.
  • Willow Creek: Fixed a bug that could prevent Trashy Terry’s quest from completing.
  • McAbre: Some in-game sign text has been corrected, less furniture is needed to complete some rooms, and the portal design has been replaced with a world core design.
  • Heldonia: Fixed terrain holes and quest issues reported by the community. Also added respawn totems and made some adjustments to shop prices and items for better balance.
  • Great Basin Temple: Fixed issues caused by the new physics system. Now, instead of placing new bridges, you can repair existing ones.

[h2]🛠️ Crafting & Economy:[/h2]
  • The default wooden workbench now lets you craft more items.
  • Food-related workbenches have been made easier to build.
  • Players can now craft slightly higher-level workbenches by default.
  • The default prices for weapons, equipment, and food have been adjusted for better balance.

[h2]🧛 Enemies & NPCs:[/h2]
  • Monsters now have slightly reduced alert vision, making it a bit easier to escape encounters when you're in over your head.
  • The mysterious Oona has received a new character model.
  • Damage numbers that pop out of enemies are now easier to see.
  • Vampires have new sound effects.

[h2]🎮 Multiplayer Improvements:[/h2]
  • Everyone now gets the same XP for completing quests in multiplayer.
  • The game now waits for all players to be ready before switching to the next level.
  • Fixed a bug where savegames sometimes wouldn’t be created correctly.
  • Items received from other players are now added to the front of your inventory.
  • The lobby screen now refreshes automatically when switching tabs.
  • When you use gloves in multiplayer mode, other players can now see them in real time.
  • Fixed an issue where players would sometimes spawn overlapping each other when joining a game.
  • Item sharing in multiplayer is now more balanced, with more reasonable quantities provided so players now receive fairer amounts.

[h2]⚙️ Rendering, Performance & Settings:[/h2]
  • You can now set a cap on your framerate (FPS) in the settings.
  • A new “stereographic” mode (still in progress!) lets you try out a different visual style.
  • World files are now smaller and load more quickly. Player and graphics settings have also been improved to make them easier to read and use.

[h2]🧪 Procedural Generation:[/h2]
  • Biomes have been improved with smarter monster distribution, better loot balance, and more natural resource spots.
  • Biome layouts are now more believable, and the biome preview has been improved.
  • The world generator now supports specifying biome placement when using a height map.
  • Trees and other environment objects now change based on biome—expect more beachy vibes in the right places.

[h2]🖌️ Editor & Tools:[/h2]
  • Your Editor inventory for a world is now saved in its own .editorsave file.
  • Save Brush UI has gotten a visual upgrade.
  • You can now hit Shift+Return to quickly turn a selection into a brush.
  • Fixed a bug where groups were being double-wrapped when converting them into brushes.

[h2] 👥 Catch Sneak Peeks on Social Media[/h2]
For those not already following along on social, toss us a follow on your chosen platforms below—we're always sharing in-progress and early looks of things we're working on:

Speaking of cool things we're working on, catch this level-building timelapse video shared from the perspective of one of the team's designers:
https://www.youtube.com/watch?v=IzDaoFgSWzY

[h2]Your Feedback Is a Huge Part of How Voxile Grows[/h2]
As always, we'd love for you to give the new stuff a spin and let us know what you think. We’re excited to know how these changes feel in the community's hands.

Drop into our Discord anytime to share thoughts, report bugs, ask us questions about our process, or see what we’re cooking up next.

That’s all for now!

– The VoxRay Games Team

Explore What's New in the Latest Voxile Update



Hey everyone!

We've just rolled out a fresh update packed with bug fixes, new content, world updates, and general improvements across the board.

[h3]Here’s what’s new:
[/h3]

[h2]🌍 World Updates & Quest Fixes:[/h2]
  • Willow Creek: Updated text and removed the hole players reported getting stuck in.
  • Heldonia: Fixed a bug that was blocking the Witch quest, and adjusted for the new Pizza recipe.
  • Zen Garden: Added backpack, made lettuce edible, added 'Toro of Renewal' (uncrafting NPC), and various dialog fixes.
  • Great Basin Temple: Added new side quests, ambient sounds, improved dialog, finished terrain, and some quest fixes.
  • McAbre: Fixed the Hamish spawn bug.
  • OozeMachina: Fourth dungeon and final boss fight now in-game
  • Arena Mode: Tweaked starting items and monsters.
  • Community Worlds: All six winning player-created worlds from the Create-a-World Competition are now playable in-game under the Community tab!
  • Lifton’s Rest: Small new world added to the lineup. Check out the timelapse preview of Lifton's Rest being built below!

[previewyoutube][/previewyoutube]
[h2]🔨 Crafting & Materials:[/h2]
  • Major material rework: Woods, ores, bricks, paper, and mechanical parts have been adjusted to support a better sense of progression ( Full breakdown → here).
  • New crafting recipes have been implemented for most weapons and tools in order to create a better sense of progression.
  • Default workbench recipes have been updated.
  • Added new crops: Rice, Wheat, Cactus and Hot Pepper plants!
  • New food recipes: Porc Sausage, Flatbread, Sashimi Rice Ball, Mushroom Rice Ball, and Egg Fried Rice.
  • Pizza recipe and effects updated.
  • New tile sets added: Gravel, Ooze, Snow, and Sand.

[h2]🎮 Gameplay & Systems:[/h2]
  • Small oozes move a bit slower now.
  • Fixed regen/drowning continuing while paused.
  • You can no longer sprint in water for now (too much stamina drain!).
  • Gloves can now lift a much wider range of objects—nearly anything in the world, as long as their power level is high enough. Object interaction is more flexible and system-driven as a result.
  • Added Vsync options: on / off / adaptive.
  • Corpses show up as ‘Corpse’ and not ‘Container’ on the map screen.

[h2]🎵 Audio & Visuals:[/h2]
  • Expanded ambient sound coverage in Old Wayland Ruins and Great Basin Temple.
  • Improved area-based music scripting in Old Wayland Ruins for smoother transitions and better ambiance.
  • Added new sound effects for Gloves.
  • Various rendering and performance optimizations, including:
  • Optimized highlighting large objects/groups.
  • No more lighting leaks from emissive sprites in LV cascades.

[h2]🛠️ Editor & Dev Tools:[/h2]
  • All winning player-created worlds from the Create-a-World Competition are now playable in-game under the 'Community' tab!
  • Added cheats to the developer menu for stuck players.
  • Various Editor updates:
    • → Monster stats and drops now editable in the Properties window.
    • → ‘Vo’ and ‘Brush’ loaders combined into a single ‘Object’ loader.
    • → Landscape generator now defaults to a 3x3 biome tileset.

[h2]👀 Sneak Peeks:[/h2]
We’ve also been hard at work on other features and changes that aren’t included in this build. For those not following along on social, here are a few of the recent previews we’ve posted:

We’re testing new object interaction mechanics: watch how things respond much more naturally!
[previewyoutube][/previewyoutube]

We're also experimenting with some new attack patterns with wind-up cues and sudden lunges! Also trying out side-dodges for both the player and skeleton. (You can preview some fresh SFX + music in the video here as well.)
[previewyoutube][/previewyoutube]

Keep an eye on our Twitter/X, BlueSky, and Discord for more in-progress early looks from the dev team.

[h2]We Couldn't Be Here Without Your Support[/h2]
Thanks as always for playing, testing, building in the Editor, and sharing feedback with us. Being in Early Access means we get to build this game with the community, and your input has a real impact on how Voxile evolves and what the team prioritizes.

Our Discord is the best place to report bugs, discuss features, or connect with other players and builders. We’re active there, regularly reviewing feedback, answering questions, and sharing sneak peeks of what’s coming next. Swing on by and say hi!

In the meantime, more content and fixes are on the way. Try out the new build, and let us know what you think of the latest additions!

– The VoxRay Games Team

New Game Update & Create-A-World Competition Winners



We're excited to announce the winners of our first-ever Create-A-World Competition Winners:

Built entirely with the Voxile Editor, these levels showcase the impressively creative chops of our community, and also exemplify the limitless possibilities of how our tool can be used by players.

All six winning worlds are available in Voxile to play now with today's update!

[h3]🥇 1st Place ($2,500): "Isle of the Dragon" by Jeko[/h3]

[h3]🥈 2nd Place ($1,500): "Zombie Apocalypse" by Super Antonio[/h3]

[h3]🥉 3rd Place ($750): "Strange Rebirth" by laki29[/h3]

[h3]🏅 4th Place (Steam Deck): "The Garden" by DanHues[/h3]

[h3]🏅 5th Place (Steam Deck): "Sharp Light" by Denislav[/h3]

[h3]🏅 6th Place (Steam Deck): Unnamed by Rat Queen[/h3]


[h2]Feeling Inspired?[/h2]

Everything in this update was made using the same tools available to you in the Voxile Editor. If you haven’t tried it yet, now’s a great time to jump in and start creating your own playable world or even playing around editing existing worlds. Check out our tutorial wiki if you run into any issues with the tool.



[h2]Thank You for Your Support![/h2]

We’ve loved seeing everyone's feedback and ideas for the game so far! If you aren’t already in our Discord server, it’s a great opportunity to connect with the devs, ask us questions, and tell us what you think to help make Voxile the best it can be.

If you've been enjoying the game, leaving a review on Steam also helps us reach more players who might love it too. Even a short review goes a long way in supporting Voxile’s growth!

Please toss us a follow us across social media:

Thank you again to everyone who bought the game, backed us on Kickstarter, or wishlisted the game. We're so excited to to continue this journey with you all.

See you in Voxile,

— The VoxRay Games Team

Voxile Enters Early Access

The wait is over… Voxile is LIVE!


After being one of the most Wishlisted games during Steam Next Fest last year, a successful Kickstarter campaign, and years of dedicated development, Voxile is ready for everyone to jump in and explore its adventure-packed worlds.

Head to Voxile's Steam page to play now.

[h2]Discover Voxile[/h2]
Voxile is a ray-traced voxel FPS RPG survival game where you can explore fully destructible, handcrafted islands or build your own. Each island offers unique mechanics, stories, and secrets - whether it's crafting items, constructing new structures, or engaging in explosive combat. Some islands focus on leveling up and acquiring powerful gear, while others present peaceful environments with intricate puzzles.

[h3]Key Features:[/h3]
  • Exciting Voxel Worlds – Handcrafted islands with their own mechanics, stories, and secrets.
  • FPS Combat – Explosive first-person combat using a range of weapons.
  • Creative Survival – Gather resources, explore, and craft what you need to thrive and survive
  • Stunning Ray-Traced Graphics – Ray-traced voxel art developed with a custom-built engine.
  • Voxel Destruction & Creation – Modify terrain, destroy obstacles, and interact with a living voxel environment.
  • A Robust World Editor – Players can design unique levels completely from scratch and share with others.


[h2]Join the Community[/h2]
Bringing Voxile to Early Access is a major milestone for us, but the real adventure starts now! We're committed to evolving Voxile based on your feedback and have several community-focused initiatives planned:
  • Developer Q&As: Get insights and questions answered directly from the team.
  • Evolving Together: Your input will guide upcoming content and improvements.
  • Community Challenges: Participate in events that test your skills and creativity.

[h2]Let Us Know What You Think[/h2]
Help support the growth of Voxile by making sure your feedback makes it to the team! Leave a review on the Steam page to boost our game's visibility, or head over to our Discord to share your feedback with the devs directly so we can ensure the game is always improving.

We’re beyond excited for players to jump in and shape Voxile in the years to come - see you in Voxile!

— The VoxRay Games Team